Character trading method

ABSTRACT

There is provided a character training and development system for a virtual environment and related method. A character can be purchased by a user and then registered on a communication network via a unique code. Once registered, a set of attributes can be assigned to the character based on the type and class of the character. Attribute values can be assigned to the attributes by default or by user preferences. The characters can be manipulated within the virtual environment. In particular, the characters can be trained in order to improve their skills, to add new skills, and to increase their overall value and worth in the virtual environment. In addition, the characters can be traded among users for a price based on their skills. Fees can be charged for each trade. Traded characters are given a new code to transfer all control of the character to the new owner.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application Ser.No. 60/915,499, entitled CHARACTER DEVELOPMENT AND EXCHANGE and filed onMay 2, 2007, the entirety of which is incorporated herein by reference.

FIELD OF THE INVENTION

This application relates generally to computer-based characterdevelopment. More specifically, this application relates to a characterdevelopment and exchange system that facilitates the improvement ofcharacter traits and skills and increasing their value as a result ofsuch improvements within a virtual environment.

BACKGROUND OF THE INVENTION

The Internet has become a common resource for entertainment seekers.Through various entertainment websites, virtual communities have beenestablished that allow users to create a virtual or online reality forthemselves. Computer games have also crossed over into the online world,allowing users to play against or along with each other from the comfortof their own personal Internet connections located across town or acrossthe country. When it comes to most online entertainment activitiesincluding gaming and virtual communities, a disconnection unfortunatelyexists between objects in the real world and objects in the onlineworld.

More recently, however, entertainment websites have been developed inwhich the website content is directly tied to a product that ispurchased by a user. For example, as disclosed in United States PatentApplication Publication No. 2005/0192864 to Ganz, incorporated herein byreference, a user purchases a toy that includes a secret code providedin the toy packaging. Access to a certain interactive content on thewebsite provided by the manufacturer of the toy is restricted to userswho purchase a toy. When the user carries out a registration process onthe manufacturer's website, which involves entering the secret code, avirtual world is presented to the user. The virtual world includes avirtual toy corresponding to the toy purchased by the user. The user canparticipate in various interactive activities involving the virtual toy.The user may then purchase additional toys and enter the secret codesprovided with those toys to add additional virtual toys to the virtualworld. These virtual toys can interact with each other, therebyenhancing the user's entertainment experiences. Despite the popularityof such websites, consumers continue to demand more interactivecapabilities and more flexibility with respect to their online orvirtual reality products.

SUMMARY OF THE INVENTION

The subject application relates to a system(s) and/or methodology thatfacilitate character development and exchange. In particular, there isprovided a method comprising allowing a first user to register acharacter using registration information; based on said registrationinformation, allowing access to information indicative of the characteron a website, which information represents said character, saidcharacter having plural initial attributes based on said allowing, eachof said initial attributes can be changed by the first user throughinteraction with the character on the website to form a personalizedversion of the character that has different attributes than said initialattributes; and using said website, allowing the first user to transferthe character including all of its changed characteristics, from thefirst user to a second user, while allowing the first user to continueto access said website but preventing said first user from interactingwith said character after said transfer.

According to another aspect, there is provided a method comprising firstallowing a first user to access a website and to interact with at leastone character on said website; second allowing the first user toregister a second character using a unique code that is associated withthe second character, where the unique code is uniquely identified witha specific character, and where use of the unique code causesinformation indicative of the second character to be obtained from adatabase, and associated with a registration, and allows the first userto interact with said second character on the website, and to customizesaid second character by interacting with the second character; andthird allowing the first user to transfer the second character to asecond user, where said transfer comprises deactivating the unique codeto prevent the first user from accessing the second character, providinga new unique code to the second user which allows the second user toaccess the second character as customized by the first user on thewebsite, and allowing the first user to continue to access said at leastone character on said website.

According to yet another aspect of the invention, there is provided amethod comprising on a website, allowing a user access to features ofthe website, and allowing the user to access specified characters on thewebsite; accepting registration information for an additional specifiedcharacter on the website, and responsive to said additional registrationinformation, allowing the user to access said additional specifiedcharacter on said website, said additional registration informationcausing the website to access personalization information about theadditional specified character, including initial attributes possessedby the additional specified character; allowing the user to personalizethe additional specified character, by changing plural of saidattributes through interaction with the additional specified characteron the website; and using a function on the website, allowing the userto sell a personalized version of the additional specified character aspersonalized via said changing of said plural attributes, to anotheruser.

According to still another aspect of the invention, a method comprisesaccepting registration information for a character to be accessed on awebsite, said registration information identifying the character to beaccessed; reading from a database, information about each of a pluralityof different attributes that are associated with the character to beaccessed and a total number of points to be used in associating withsaid attributes; allowing a user to allocate said plurality of totalpoints between the different attributes, so that a total of the numberof different attributes does not exceed said total points, wherein eachof the different attributes are allocated a same or different amount ofpoints; and allowing the user to interact with the character on thewebsite, based on said attributes.

The above summary presents a simplified summary in order to provide abasic understanding of some aspects of the systems and/or methodsdiscussed herein. This summary is not an extensive overview of thesystems and/or methods discussed herein. It is not intended to identifykey/critical elements or to delineate the scope of such systems and/ormethods. Its sole purpose is to present some concepts in a simplifiedform as a prelude to the more detailed description that is presentedlater.

To the accomplishment of the foregoing and related ends, certainillustrative aspects of the invention are described herein in connectionwith the following description and the annexed drawings. These aspectsare indicative, however, of but a few of the various ways in which theprinciples of the invention may be employed and the subject invention isintended to include all such aspects and their equivalents. Otheradvantages and novel features of the invention may become apparent fromthe following detailed description of the invention when considered inconjunction with the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a character development system thatfacilitates allocating attributes to a character and developing thoseattributes and/or new attributes to enhance interactive play of thecharacter in a game environment.

FIG. 2 is a block diagram of a character development and exchange systemthat facilitates allocating attributes to a character as well astraining the character with new attributes in order to increase thevalue of the character for selling and/or trading purposes.

FIG. 3 is a block diagram of an attribute allocation aspect of thecharacter development system of FIG. 1 that allows for automatic oruser-designated allocation based on a type or class of character.

FIG. 4 is a block diagram of an attribute training aspect of thecharacter development system of FIG. 1 that allows for training thecharacter with additional attributes based on existing attributes of thecharacter.

FIG. 5 is a block diagram of a trading aspect of the characterdevelopment and exchange system of FIG. 2 that facilitates sellingand/or trading the character to another user.

DETAILED DESCRIPTION OF THE INVENTION

The subject application as described in further detail below relates toa character development and/or exchange system in which a user can,through codes attached to or otherwise associated with a physicalproduct and/or computer-based image of the product (as represented on acomputer display), obtain virtual characters or images of characterswithin a virtual world. The characters can be comprised of variousfeatures such as core attributes, potential skills, optional and/orinherent powers, and specific classifications. It is intended hereinthat the term ‘attributes’ includes skills, traits, and characteristicsof the character. In an embodiment, characters are initially purchased(from a vendor or retailer) in a similar initial state having a core setof characteristics or attributes for all users. Each character has thepotential to improve and/or mature beyond their initial state. This canbe accomplished in part by playing with the character within the virtualworld (e.g., games, adventures, and/or challenges), winning events,dedicated training of the character, and obtaining additional featurecodes attached to auxiliary products for the character, all of which canearn points for the character. The accumulated points can then be usedto train and/or develop the character with additional attributes.

Characters are available in different types and classes. Examples ofdifferent types of characters include but are not limited to sportsplayers, soldiers/fighters, firemen, students, animals, etc. Sportsplayers and animals can be further divided into different types ofanimals and different types of sports players. Characters of a similartype can be divided into different classes. Examples of differentclasses of animals include but are not limited to mutts (ormixed-breed), pure-bred, award-winner, and the like. Ownership of acharacter in any one class unlocks content that is available only tothat class. As additional characters are obtained from different typesand classes, additional content is opened up and made available andviewable to the user. Thus, additional areas of the virtual environmentbecome accessible by the user as the user collects more characters ofdifferent types and in different classes.

In a similar manner, character training can also be limited by or basedupon the type or class of the character. For example, a baseball playingcharacter cannot be trained with a football playing skill or a fightingskill. Similarly, a ninja-assassin class of character cannot be trainedwith a skill from a different ninja class, such as a ninja-jumper class.However, some classes of characters can be promoted to an uppersub-class based on the accumulated attributes. For example, a rookie(sub-class) sports player character can be promoted to a professional(sub-class) sports player once a particular attribute or skills level isreached. By training and developing the character to have more or betterskills, talents, and/or powers, the overall value of the characterincreases. The trained character may be traded to other users. Hence,this training imparts a value to the character that can be monetized bya user through the training process.

The combination of the character's total calculated value and itsperceived value (including the value of the auxiliary items) assigned orassociated with the character creates this real-world monetary value ofthe character. As an example, a first user develops a highly skilledpitcher. The first user can make the pitcher available for exchange tosomeone else. A second user who is building up a baseball team ofcharacters may want to acquire a trained pitcher. Through the directmechanism for buying, selling, trading, auctioning, or otherwiseexchanging characters and their associated items between users asprovided herein, the second user can buy the pitcher from the firstuser.

An embodiment performs the transaction in a secure manner using thecharacter's code. The embodiment uses characters as well as their itemswhich are linked to unique codes. When a character, for example, is madeavailable for sale, auction, or trade, the item is in effect “escrowed,”tolling the ability to interact with and manipulate the character. Thisis done to prevent further development or changes to the characterduring the “on-sale” period. Therefore, the owner of the character isrestricted from modifying the character. The owner may still withdrawthe character from sale, auction, or trade. When the transfer isconfirmed, the current code is disabled or deleted. A new code isgenerated and/or assigned to the character and given to the newowner/user of such character. The new owner can then add the characterto his/her account and interact with it as desired. Thus, the previousowner/user transfers ownership and control of the character to the newowner, and the new owner assumes exclusive control of the character andits items. Since the new code is not given to the previous owner/user,the previous owner has no way of retaining or regaining control over thecharacter.

The subject application will now be described in further detail withreference to FIGS. 1-5.

FIG. 1 shows a general block diagram of a character development system100. The system 100 includes a character registration component 110 thatregisters the character with a communication network via a code. Thecode can be unique to the particular character and can provide variousfeatures associated with the character to the user. For example, theuser may purchase the character and/or another product that includes thecharacter (e.g., game). Upon such purchase, the code is provided to theuser (e.g., associated with product packaging). The characterregistration component 110 receives and processes the code in order togive the user control of the character within the virtual environment(e.g., game or virtual reality environment).

Following registration, an attribute allocation component 120 canallocate a set of attributes to the character. This set of attributes isbased on the type and/or class of the character. For example, if thecharacter is a baseball player, then the attributes may includepitching, running, hitting, catching, and fielding skills. Initially,the character may be granted a basic or core set of attributes andattribute values (e.g., pitching=2, running=2, hitting=2, catching=2,and fielding=2). In many cases, the value of each attribute may berelatively low, leaving potential for the character to improve throughtraining. For instance, the attribute value can be based on a 10-pointscale, where 0 indicates no skill and 10 indicates the highestattainable skill. Initially, for example, the attributes can beallocated in a preset or standard manner so that each attribute is givena value of 2 as shown above. This standard value can differ according tothe type of character as well as its class. That is, the attributevalues may be based on a different value scale depending on the type ofcharacter and class of character.

Alternatively, the character acquired can be more specialized, such as apitcher baseball player character. In this case, the initial set ofattribute values may be initially distributed across the basic set ofattributes as follows: pitching=4, running=2, hitting=2, catching=2, andfielding=2. Higher attribute value may represent an untrained skilllevel for certain characters. Again, it should be appreciated that thisallocation of attribute values is merely exemplary and many otherallocations are possible.

The system 100 also includes a character analysis component 130 thatanalyzes the character's attributes to determine which level of play itcan participate in and to determine what kind of training is availableto it. Thereafter, the character can be manipulated by an interactivemanipulation component 140, which earns points for the character, or canbe trained by a training component 150. It should be appreciated thatwhen the character is undergoing training, it is not subjected to theinteractive manipulation component 140.

Training a character involves using or trading in points for specificimprovements to the character. Points can be earned or purchased usingreal or virtual currency. Improvements can vary in cost depending on theimportance to the character, to the game or environment associated withthe character, and the level of improvement achieved.

An alternative training procedure can involve performing certainexercises or tasks with the character in order to add the particularskill or attribute to the character's list of attributes. For example,practicing pitching may increase the pitching attribute. Alternatively,specific powers can be immediately applied to the character uponredemption of a required amount of points or when a certain overallattribute level is reached. For example, when the character has reachedthe highest attainable skill level for its type and class of character,a specific power can be assigned to it (e.g., baseball playingcharacter: a power to always hit a home run when at bat; or fairycharacter: a magical power to turn spiders into flowers).

In FIG. 2, there is a block diagram of a character development andexchange system 200 that facilitates allocating attributes to acharacter as well as training the character with additional attributesin order to increase the value of the character for selling and/ortrading purposes. The system 200 is similar to the character developmentsystem 100 discussed in FIG. 1 but includes a character tradingcomponent 210. The character trading component 210 locks the unique codeassociated with the character and its auxiliary items (e.g., equipment,clothing, furnishings, land, territory, property, weapons, etc.) so thatthe current owner of the character can no longer change or otherwisealter the status of the character and its items during the “offer” timeperiod. To complete a transfer transaction and to transfer the characterto a new owner, the character trading component 210 also generatesand/or assigns new unique codes for the character and its items. As aresult, the previous owner no longer has control of the character and isprevented from hijacking and re-claiming control of the character afterit has been purchased by another user.

FIG. 3 shows a block diagram of an attribute allocation aspect of thecharacter development system 100 of FIG. 1 that allows for automatic oruser-designated allocation based on a type or class of character. When anew character is acquired by a user, an attribute selection component310 can select one or more attributes from an attribute database 320.The particular attribute database and/or selection therefrom can bebased on the type or class of character acquired. For instance, afootball player character has a set of available attributes that aresubstantially different from a warrior-fighter character's set ofavailable attributes. Attributes can also have sub-attributes. Take forexample a baseball player's running attribute. There can also be arunning-slide sub-attribute as well as a running-stealing sub-attribute.

As previously mentioned, the attributes selected can differ based on thetype or class of character. For example, a ninja-assassin character canhave attributes which are different from those available to aninja-warrior character—in order to maintain some distinction betweendifferent classes of ninjas. For example, a ninja assassin character mayhave the following core attributes: skill=3; speed=1; hide in shadow;and back stab. The ninja-warrior character may have core attributes suchas one-on-one combat=3; camouflage=2; acrobatic combat=3. The ninjaassassin can also be limited to the following maximum attribute valuesfor strength (8) and energy (8); whereas a ninja-warrior can have astrength limit and an energy limit set at 10 along with different skilland speed attribute values. As an alternative to hard limits onattribute values, it may become more difficult to train above thoseattribute values. For example, it may become 100× more difficult totrain the ninja assassin to strength values above 8.

The allocation of attribute values can be performed in a standard mannerby an attribute value allocation component 330 and be based in part uponuser input and/or in part according to the user's other characters. Whenallocated in a standard manner, the attribute values are assigned in thesame distribution for each user for that particular character. That is,all baseball player characters, for example, are automatically assignedpitching=3, catching=3, running=4, hitting=5, and fielding=3.

Alternatively, the user can be given a set number (e.g., 20) ofattribute value points to distribute across the initial set ofattributes for the character based on user preferences. Additionally,one or more particular attributes can be set by the attribute valueallocation component 330 and the user can assign the remaining valuepoints to the other attributes. For instance, the hitting attribute canbe set to 5, leaving 15 value points to be distributed by the user amongthe remaining four attributes.

The attribute value allocation component 330 can also allocate theattribute values based on an analysis by an AI (artificial intelligence)component 340. The AI component 340 can learn from the characterscurrently and/or previously owned by the user (via a character database350) and determine an optimum distribution of the available attributevalue points. In particular, the AI component 340 can learn from theuser's character history and previous attribute value distributions madeby the user. By doing so, the allocation of value points is automaticyet based on the user's current characters and preferences as indicatedby previous attribute value distributions and/or other relevanthistorical data.

FIG. 4 illustrates a block diagram of an attribute training aspect ofthe character development system 100 of FIG. 1 that allows for trainingthe character with additional attributes based on existing attributes ofthe character. Before actual training is performed, a character analysiscomponent 410 can evaluate the current status of the character todetermine a current list of its attributes, which may include any or allof skills, talents, powers, and characteristics, as well as thecharacter's class and/or type. Based on the foregoing, an attributeselection component 420 can select one or more attributes from anattribute database 430, and can also total a cost, if any, for thoseskills. However, the attribute selection component 420 can be programmedso that it is not permitted to select attributes that exceed thecurrency or point balance of the user.

Points can be earned by involving the character in games, adventures,challenges and the like in the virtual environment associated with thecharacter. Points can also be earned by winning or performing certaintasks or can be purchased using virtual or real currency. Training ofcharacter-specific attributes can also be earned as a reward for winningdesignated challenges or competitions or by completing certainadventures.

The training of characters is performed by a training component 440according to a fluctuating or graduated basis. In particular, higherlevel or more advanced characters are easier to train than lower levelor less advanced characters. Training a character can be time-consumingand difficult and may not always end in success for the character.However, training is not completely user-dependent but rather is atleast partially character-dependent. That is, the actual charactercontributes to or plays a part in the training so that the overall skilllevel achieved by a character is not solely dependent on the personalskills of the respective user who controls the character. Users are notrequired to possess exceptional skills in order to excel in creating avaluable or well-trained character. For example, for charactersinitially having higher core attribute values, the training exercises ortasks that must be performed by the user may be made easier so that lessmanual dexterity and timing is required to successfully complete theexercise or task or so that each training item product effect on theattribute value. By contrast, for characters initially having lower coreattribute values, the exercises or tasks can be made more difficult,meaning that more time is needed for each training exercise or that eachexercise has less increase on the numerical score or value. Furthermore,limits can be placed on specific attribute values of certain characters,so that these characters will never be able to reach attribute values ashigh as other characters. This arrangement provides the appearance thatparticular characters have more natural or inherent talent than others.

Training of a character is also restricted to the type or professionrelated to the character. For example, a horse character cannot betrained with baseball playing attributes. Rather, the horse charactercan only be trained with horse-related attributes to improve itsinvolvement in horse games, adventures, and competitions. Similarly, abaseball playing character can only be trained with baseball relatedattributes. If the class of baseball player is indicated such as apitcher, its pitching-related attributes can have a higher maximum valuethan the other baseball playing attributes (e.g., running, hitting,fielding, etc.).

Characters can also be injured or can become ill as a result of theirparticipation in a game or adventure. When either occurs, training maynot be allowed until the character heals or becomes well as indicated bya health indicator. Characters can heal or recover by waiting apre-determined time period or by visiting a virtual health clinic.Healing or recovery can also be paid for by using points or currency(e.g., real or virtual money). In some cases, forcing the character totrain when either injured or ill can reduce one or more attribute valuesas well as the overall value of the character. In addition or in thealternative, the character's injury or illness can worsen as a result ofthe forced training.

Through a feedback component (not shown), the characters can providesolicited or unsolicited feedback to their respective users with respectto their training or status. More specifically, each character cancommunicate using audible speech, text, facial expression or some othertype of image-based expression. The feedback can inform the user abouthow the character is feeling at any given time and the character'sopinion on the training that has occurred or that is scheduled to occur.In the latter case, imagine that the user has just completed a processof selecting one or more attributes on which the character is to betrained. Before the user redeems points or currency for such attributes,the character can give their opinion of the selections to mitigatewasting points or wasting training opportunities. In addition, thecharacter can provide feedback during as well as after the training. Thefeedback can include emotional thoughts or responses to the recenttraining. For example, the character can inform the user that thetraining is going well or is too difficult or that it needs training inanother skill before it can complete the current training. Feedbackreceived from the character can be stored and used later whendetermining which attributes to select for the same character or forother characters owned by the same user. Therefore, subsequentattributes can be selected either independently of or dependent uponpreviously selected attributes.

The characters also maintain a history or background and as a result oftraining and participating in their individual games, adventures,competitions, or challenges in the virtual environment, the charactersindividually develop and mature based on such experiences. The maturityof a character can be visualized through physical changes in theirappearance. For example, a young horse, as evidenced by size, age, andattributes when initially acquired by a user, can gradually grow tophysically appear bigger and even stronger based on its experiences inthe virtual environment and based on its training thus far. Its coat maylook shinier and its mane longer and sleek compared to when it wasinitially acquired by the user. It should be appreciated that eachcharacter can undergo physical maturation that is appropriate for thetype of character. The maturation process can include a maximum growthlimit and can depend on at least one of experiences, training, or acombination of both. The outward appearance of a character can readilyindicate skill level of the character, which may make assessing thevalue of the character more efficient.

FIG. 5 shows a block diagram of a trading aspect of the characterdevelopment and exchange system of FIG. 2 that facilitates sellingand/or trading the character as well as control of the character toanother user. As shown in the figure, a character can be made availablefor sale, auction, trade, or exchange. The value of the character candepend on its list of attributes, its type and/or class, as well as itsexperiences. For instance, a certain class of character can be rated ata higher value based on current demand for the character or based onpopularity of the character or of the virtual environment that isassociated with the character. If the class is retired or in limitededition where only a fixed number of characters are made available inthe class, each character in that class may have an increased valueaside from their specific attributes and experiences.

A trading component 500 effectively blocks access to the character bythe user (or locks the character) to prevent the current owner-user frommodifying the character while it is available for sale or exchange. Ifthe exchange is made, for example, the trading component can disable ordelete the code and generate and/or assign a new code to the character.The new owner receives the new code and registers the character via thenew code in order to access and exclusively control it in the virtualenvironment. If the exchange is not made and the user decides to retainownership of the character, the trading component 500 can unblock theaccess to the character.

More specifically, the trading component 500 includes a codeverification component 510 that verifies current ownership of the codeand locks the character associated with it. If the character istransferred to another user, a transfer component 520 disables ordeletes the locked code and generates and/or assigns a new code for thecharacter. The same is done for coded-items (e.g., auxiliary products)associated with the character such as the character's weapons, clothing,accessories, furnishings, equipment, etc.

The trading component 500 also comprises a character analysis component530 that can examine character data for the particular characterincluding the list of attributes associated with the character, itsclass, current status, and its experiences. Experiences can includewins, losses, competition participation, and/or game or othermanipulation participation. After this data has been collected andevaluated, a valuation component 540 can determine a value for thecharacter using the character data as well as previous completedtransfers of similar characters, current and projected popularity of anddemand for the character in consideration of its class, type, and/orattribute list. If the current status of the character indicates thatthe character is injured or ill or has not completely healed orrecovered, then the overall value can decrease by a variable amountdepending on the extent of the injury or illness.

A processing fee can be charged to the user for each character postedvia the trading component (e.g., a fixed fee per transaction orpercentage of final sale price).

Alternatively or in addition, the valuation component 520 can analyzethe market value of a character without requiring the character to beposted for sale, auction, or trade. A separate fee can be charged forthis service. Users can also employ a fee-based advertising component550 in order to create more interest for their characters and/or for theusers who are developing such characters. As a result, other users maytarget certain users who consistently offer good characters for sale,auction, or trade.

In some cases, a user may wish to sell its account including allcharacters and their related items. For these instances, the entireaccount can be evaluated based on the valuation of each character ifsold individually or in groups of at least two. This is because somecharacters may have a higher value when paired with a complimentarycounterpart than when considered alone. If desired, the user canindicate how characters are to be grouped when offered for sale or howthey must be sold.

The character and development system as discussed throughout FIGS. 1-5can also catalog a user's collection of characters in order to maintaina history of characters and related items that have been acquired,trained, and/or sold by the user over time. For each character,statistics (e.g., ERA and RBI for baseball playing characters),attributes, experiences, and training can be stored and subsequentlyretrieved and viewed. If the character is a member of a team, teamstatistics can also be stored and viewed. As a result, each user canbuild a portfolio that can be securely viewed and shared with others.

The portfolio can also include any pertinent family history for eachcharacter. Characters can be mated or bred to have offspring. As aresult, at least a portion of the parent character's attributes can beinherited by the offspring. The inheritance of attributes can berandomly or equally distributed among the offspring. In addition, thenumber of times or frequency with which characters can mate or breed canbe limited in order to prevent diminishing the value of similarcharacters or of other characters in a similar class. When a characteris sold to another user, their family history can be passed along withthem so each subsequent owner can track the character's heritage aswell.

What has been described above includes examples of the subject systemand/or method. It is, of course, not possible to describe everyconceivable combination of components or methodologies for purposes ofdescribing the subject system and/or method, but one of ordinary skillin the art may recognize that many further combinations and permutationsof the subject system and/or method are possible. Accordingly, thesubject system and/or method are intended to embrace all suchalterations, modifications, and variations that fall within the spiritand scope of the appended claims. Furthermore, to the extent that theterm “includes” is used in either the detailed description or theclaims, such term is intended to be inclusive in a manner similar to theterm “comprising” as “comprising” is interpreted when employed as atransitional word in a claim.

As used herein, the terms “component” and “system” are intended to referto a computer-related entity, either hardware, a combination of hardwareand software, software, or software in execution. For example, acomponent may be, but is not limited to being, a process running on aprocessor, a processor, an object, an executable, a thread of execution,a program, and a computer. By way of illustration, both an applicationrunning on a server and the server can be a component. One or morecomponents may reside within a process and/or thread of execution and acomponent may be localized on one computer and/or distributed betweentwo or more computers.

1. A method, comprising: allowing a first user to register a character using registration information; based on said registration information, allowing access to information indicative of the character on a website, which information represents said character, said character having plural initial attributes based on said allowing, each of said initial attributes can be changed by the first user through interaction with the character on the website to form a personalized version of the character that has different attributes than said initial attributes; and using said website, allowing the first user to transfer the character including all of its changed characteristics, from the first user to a second user, while allowing the first user to continue to access said website but preventing said first user from interacting with said character after said transfer.
 2. A method as in claim 1, wherein said transfer includes listing the character for sale, and responsive to said listing, preventing changes to the character by the first user.
 3. A method as in claim 1, wherein said transfer includes listing the character for sale, and responsive to said listing, preventing access to the character by the first user.
 4. A method as in claim 1, further comprising maintaining a database of characteristics of characters on the website, and providing an estimated value of the character to the first user.
 5. A method as in claim 1, wherein said registration information comprises a unique code, and further comprising deactivating the unique code after the character is transferred to said second user, and providing a second new unique code to the second user.
 6. A method as in claim 1, wherein said interacting comprises training the character to increase values of said attributes.
 7. A method as in claim 6, wherein said initial attributes are levels and are represented by numerical values that can be increased by certain actions that the user takes with the character.
 8. A method as in claim 1, further comprising allowing the first user to register certain auxiliary items that are associated with the character, wherein said transferring comprises transferring both the character and said auxiliary items.
 9. A method as in claim 6, wherein different ones of attribute levels have different rates of increase.
 10. A method as in claim 1, further comprising requiring at least the first user to pay a fee for said transfer.
 11. A method, comprising: first allowing a first user to access a website and to interact with at least one character on said website; second allowing the first user to register a second character using a unique code that is associated with the second character, where the unique code is uniquely identified with a specific character, and where use of the unique code causes information indicative of the second character to be obtained from a database, and associated with a registration, and allows the first user to interact with said second character on the website, and to customize said second character by interacting with the second character; and third allowing the first user to transfer the second character to a second user, where said transfer comprises deactivating the unique code to prevent the first user from accessing the second character, providing a new unique code to the second user which allows the second user to access the second character as customized by the first user on the website, and allowing the first user to continue to access said at least one character on said website.
 12. A method as in claim 11, further comprising, charging a fee for said third allowing.
 13. A method as in claim 11, wherein said third allowing comprises listing the character for sale, and responsive to said listing, preventing the first user from interacting with the second character.
 14. A method as in claim 11, further comprising maintaining a database of characteristics of characters on the website, and providing an estimated value of the second character as customized, to the first user.
 15. A method as in claim 11, wherein said interacting comprises training the character to increase values associated with said character, said values each associated with an attribute of said character.
 16. A method as in claim 11, wherein said information includes initial attributes associated with said second character, said initial attributes including levels that are represented by numerical values that can be increased by certain actions that the user takes to interact with the second character.
 17. A method as in claim 11, further comprising allowing the first user to register certain auxiliary items that are associated with the second character, wherein said transferring comprises transferring both the second character and said auxiliary items.
 18. A method as in claim 15, wherein different ones of attribute levels have different rates of increase.
 19. A method, comprising: on a website, allowing a user access to features of the website, and allowing the user to access specified characters on the website; accepting registration information for an additional specified character on the website, and responsive to said additional registration information, allowing the user to access said additional specified character on said website, said additional registration information causing the website to access personalization information about the additional specified character, including initial attributes possessed by the additional specified character; allowing the user to personalize the additional specified character, by changing plural of said attributes through interaction with the additional specified character on the website; and using a function on the website, allowing the user to sell a personalized version of the additional specified character as personalized via said changing of said plural attributes, to another user.
 20. A method as in claim 19, wherein said function includes listing the character for sale, and responsive to said listing, preventing changes to the character by the user.
 21. A method as in claim 19, further comprising maintaining a database of characteristics and selling prices for characters on the website, and providing an estimated value of the character to the user based on said database.
 22. A method as in claim 19, wherein said registration information comprises a unique code, and further comprising deactivating the unique code after the character is transferred to said another user, and providing a second new unique code to said another user.
 23. A method as in claim 19, wherein said interacting comprises training the character to increase values of said attributes.
 24. A method as in claim 19, wherein said initial attributes are levels are represented by numerical values that can be increased by certain actions that the user takes with the character.
 25. A method as in claim 19, further comprising allowing the first user to register certain auxiliary items that are associated with the character, wherein said transferring comprises transferring both the character and said auxiliary items.
 26. A method as in claim 23, wherein different attribute levels have different rates of increase.
 27. A method, comprising: accepting registration information for a character to be accessed on a website, said registration information identifying the character to be accessed; reading from a database, information about each of a plurality of different attributes that are associated with the character to be accessed and a total number of points to be used in associating with said attributes; allowing a user to allocate said plurality of total points between the different attributes, so that a total of the number of different attributes does not exceed said total points, wherein each of the different attributes are allocated a same or different amount of points; and allowing the user to interact with the character on the website, based on said attributes. 